Characters can spend gestalt points to boost various stats in lue of magic items.
Gestalt points are per character, meaning that they are not transferable, and that cohorts have their own pools.
An enhancement bonus can be applied to an armour or an outfit. In this case, the Gestalt Point power is infused within the armour itself. It is effective only when the armour is worn and when the bonus of the armour applies - as such, it does not work against touch attacks, but does function when the wearer is caught flat-footed.
An enhancement bonus can be applied to a weapon. In this case, the Gestalt Point power is infused within the weapon itself. It is effective only when the weapon is used, and is applied to both attack and damage. To apply this bonus to more than one weapon, or to more than one end of a double weapon, the bonus must be bought seperately
Boost | Cost |
---|---|
+1 | 2 Gestalt Point |
+2 | 8 Gestalt Point |
+3 | 18 Gestalt Point |
+4 | 32 Gestalt Point |
+5 | 50 Gestalt Point |
An resistance bonus can be applied to saves. The bonus is not related to an object, but applies at all times to all saves as an inherent property of the character.
Boost | Cost |
---|---|
+1 | 1 Gestalt Point |
+2 | 4 Gestalt Point |
+3 | 9 Gestalt Point |
+4 | 16 Gestalt Point |
+5 | 25 Gestalt Point |
A deflection bonus can be applied to armour class. The bonus is not related to an object, but applies at all times to all attacks as an inherent property of the character.
Boost | Cost |
---|---|
+1 | 2 Gestalt Point |
+2 | 8 Gestalt Point |
+3 | 18 Gestalt Point |
+4 | 32 Gestalt Point |
+5 | 50 Gestalt Point |
An enhancement bonus is applied to physical abilities (Strength, Dexterity, Constitution). The bonus is not related to an object, but applies at all times to all uses of the ability as an inherent property of the character. You may have only one option from this list.
Boost | Cost |
---|---|
+2 Strength | 4 Gestalt Point |
+2 Dexterity | 4 Gestalt Point |
+2 Constitution | 4 Gestalt Point |
+2 Strength, +2 Dexterity | 10 Gestalt Point |
+2 Strength, +2 Constitution | 10 Gestalt Point |
+2 Dexterity, +2 Constitution | 10 Gestalt Point |
+2 Strength, +2 Dexterity, +2 Constitution | 16 Gestalt Point |
+4 Strength | 16 Gestalt Point |
+4 Dexterity | 16 Gestalt Point |
+4 Constitution | 16 Gestalt Point |
+4 Strength, +4 Dexterity | 40 Gestalt Point |
+4 Strength, +4 Constitution | 40 Gestalt Point |
+4 Dexterity, +4 Constitution | 40 Gestalt Point |
+4 Strength, +4 Dexterity, +4 Constitution | 64 Gestalt Point |
+6 Strength | 36 Gestalt Point |
+6 Dexterity | 36 Gestalt Point |
+6 Constitution | 36 Gestalt Point |
+6 Strength, +6 Dexterity | 90 Gestalt Point |
+6 Strength, +6 Constitution | 90 Gestalt Point |
+6 Dexterity, +6 Constitution | 90 Gestalt Point |
+6 Strength, +6 Dexterity, +6 Constitution | 144 Gestalt Point |
A enhancement bonus is applied to physical abilities (Intelligence, Wisdom, Charisma). The bonus is not related to an object, but applies at all times to all uses of the ability as an inherent property of the character. You may have only one option from this list.
Any mental ability bonus related to intelligence grants one skill associated with it per +2 bonus of intelligence it grants. The mental ability boost grants a number of skill ranks in those skills equal to the characters total Hit Dice. These ranks do not stack with the ranks a creature already possesses. The character can choose the skills when selecting the ability.
See also Headband of Vast Intelligence, Core Rules p. 518
Boost | Cost |
---|---|
+2 Intelligence | 4 Gestalt Point |
+2 Wisdom | 4 Gestalt Point |
+2 Charisma | 4 Gestalt Point |
+2 Intelligence, +2 Wisdom | 10 Gestalt Point |
+2 Intelligence, +2 Charisma | 10 Gestalt Point |
+2 Wisdom, +2 Charisma | 10 Gestalt Point |
+2 Intelligence, +2 Wisdom, +2 Charisma | 16 Gestalt Point |
+4 Intelligence | 16 Gestalt Point |
+4 Wisdom | 16 Gestalt Point |
+4 Charisma | 16 Gestalt Point |
+4 Intelligence, +4 Wisdom | 40 Gestalt Point |
+4 Intelligence, +4 Charisma | 40 Gestalt Point |
+4 Wisdom, +4 Charisma | 40 Gestalt Point |
+4 Intelligence, +4 Wisdom, +4 Charisma | 64 Gestalt Point |
+6 Intelligence | 36 Gestalt Point |
+6 Wisdom | 36 Gestalt Point |
+6 Charisma | 36 Gestalt Point |
+6 Intelligence, +6 Wisdom | 90 Gestalt Point |
+6 Intelligence, +6 Charisma | 90 Gestalt Point |
+6 Wisdom, +6 Charisma | 90 Gestalt Point |
+6 Intelligence, +6 Wisdom, +6 Charisma | 144 Gestalt Point |
There are some specific Gestalt Skills. Gestalt Skills function similar to regular skills, but always require training for each point gained. There may be other special requirements to take them.
Gestalt Skills are not linked to a specific ability score, but instead may be combined with different ability scores depending on circumstances. Ask your DM each roll.
The following Gestalt Skills exist
Rank | Cost 4) |
---|---|
1 | 1 Gestalt Point (1) |
2 | 1 Gestalt Point (2) |
3 | 1 Gestalt Point (3) |
4 | 2 Gestalt Point (5) |
5 | 2 Gestalt Point (7) |
6 | 2 Gestalt Point (9) |
7 | 3 Gestalt Point (12) |
8 | 3 Gestalt Point (15) |
9 | 3 Gestalt Point (18) |
10 | 4 Gestalt Point (22) |
11 | 4 Gestalt Point (26) |
12 | 4 Gestalt Point (30) |
13 | 5 Gestalt Point (35) |
14 | 5 Gestalt Point (40) |
15 | 5 Gestalt Point (45) |
16 | 6 Gestalt Point (51) |
17 | 6 Gestalt Point (57) |
18 | 6 Gestalt Point (63) |
19 | 7 Gestalt Point (70) |
20 | 7 Gestalt Point (77) |
Various special powers can be purchased using Gestalt Points. These powers are unique to a character and have no set cost or effect. Check with your DM for details.